#pragma header
uniform float u_scale;
void main(void){
	#pragma body
	float len = (openfl_TextureSize.x < openfl_TextureSize.y) ? openfl_TextureSize.x : openfl_TextureSize.y;
	if(distance(vec2(0.5) * openfl_TextureSize, openfl_TextureCoordv.xy * openfl_TextureSize) < len * 0.5){
		gl_FragColor = texture2D(openfl_Texture, openfl_TextureCoordv);
	}else{
		gl_FragColor = vec4(0.);
	}
}